This year’s family vacation is a trip to Alaska. Once again, Candy has painstakingly planned this event. Day one was a travel day from Baltimore through Detroit through Seattle to Anchorage. In Detroit Metro airport we had a long layover, which enabled us to get a stack of Coney Island hotdogs at National Coney Island. I was quite disappointed in not being able to find a Vernors ginger ale.
Candy and Tom at National Coney Island
We also learned — almost by accident — that there is a USO-like organization operating in the Detroit airport, so we had a chance to sit on comfortable couches and have a drink in a quiet place while we waited for our flight.
Our first view of Alaska
After nearly 10.5 hours in the air and two layovers, we finally caught a glimpse of Alaska. You can see a glacier under the wing along the southeastern coast of Alaska. This was about 0100 East Coast time.
We are renting an RV for this trip. We arrived after the rental agency, Great Alaska Highways, was closed. The rental agency is used to having people arrive late, so they had the keys for our RV on the rear wheel and allowed us to sleep in it overnight. The picture above was taken at about 2200 at night; Anchorage had 17.5 hours of daylight yesterday. We arrived got to bed after midnight after we unpacked our suit cases into the various drawers, closets, and cubby holes. The next morning we got our training on the RV and were on our way.
Waking up -- slowly
Our first stop was downtown anchorage for a trolley tour and brief history lesson. We learned quite a bit about the great earthquake (the second largest in world history) and some other interesting facts.
The visitor's center in AnchorageHotdogs and bratwurst from a street vendor in downtown Anchorage
I found this sign near the visitor’s center interesting.
Sam makes a friend
After a couple of hours wandering around some gift shops, we headed out of town. Our first stop was our proposed camp sight for the first night — just a couple miles outside Anchorage near Joint Base Elmendorf Richardson. We reserved our camp sight and then went to visit the Alaska Heritage Center.
A semi-subterranean native Alaskan dwelling
The Alaska Heritage Center includes villages representing the 11 major cultural groups in Alaska. Most had high school aged docents from those regions and cultures who described the traditional dwellings, tools, and other artifacts. Except in the southeastern part of Alaska, which is classified as rainforest, most of the state is permafrost. The native Alaskans built semi subterranean dwellings that protected them from the harsh temperatures. The picture above shows the entrance to a reproduction of one such dwelling.
A young man shows off his skills at a native Alaskan athletic event
In addition there were a number of talks by the high school aged kids and some demonstrations of native dancing and sports. The picture above shows one native athletic event in which the participant, starting from a standing position, jumps straight up and tries to kick a ball hanging in the air. The demonstrator placed third in the recent native Alaskan athletic games.
We also took the time to do something really touristy at the Alaskan Heritage Center: we got pulled in a training sled around a short course by a team of dogs that completed this year’s Iditarod competition. Afterward we had a chance to see some of the dogs, who were amazingly friendly. I expected them to be more wild.
A whale skeleton
After about four hours at the Alaska Heritage Center we went to Joint Base Elmendorf Richardson to stock up our camper with food for the next week or so. Then we retired to our camp sight for a light dinner of grilled cheese sandwiches and chicken noodle soup. We were quite tired from the previous day’s traveling and late night, so we hit the sack early.
The temperature was between 55 and 65 all day. The weather and scenery were terrific.
This past week I was one of five adults who supported a trip to hike the Grand Canyon rim-to-rim. (Venturing is a program of Boy Scouts of America that is co-ed.) The trip included three major phases: two days in Bryce Canyon, four days in the Grand Canyon, and two days in Las Vegas.
The Crew arrives in Las Vegas and finds our bags
Early last Saturday we flew from BWI to Las Vegas with all our camping gear. Then we rented a 15-passenger van (with surprisingly little cargo capacity) for the three hour drive to Bryce Canyon. Despite the cramped conditions in the vehicle, everyone was in high spirits. We stopped at Walmart near the airport and bought all our food for the camping days and then headed to Bryce.
The entrance of Bryce CanyonThe Crew
We spent a day and a half hiking around Bryce Canyon. This was a good shakedown and opportunity for people to exercise those hiking muscles prior to the main event.
A view of the hoodoos at Bryce Canyon
We camped two nights in the Bryce Canyon campground and hiked during the day. A couple of the adventurous kids and I got up early to see the sunrise over the hoodoos.
The "Natural Bridge" at Bryce CanyonCooking quesadillas in the Bryce Canyon campground
Our last morning in Bryce we took a final hike to see the “mossy cave.” Nearby was a nice side hike up to a window formed in the rocks by wind and erosion.
The final hike at Bryce before heading to the North Rim
This last hike was a lot of fun. I remember making this hike with our kids many years ago the first time we visited Bryce. We crammed ourselves back into the van and drove three hours to the North Rim of the Grand Canyon. We chose to start our rim-to-rim hike from the North Rim because it is 1000 feet higher than the South Rim. We figured this would be a slightly easier route.
Entering the Grand Canyon
The first day, North Rim to the Cottonwood campground, began at 0540. Our aim was to avoid hiking in the heat of the day. It was actually cold when we departed, so you can see some of the folks wearing jackets in the picture below. As we moved down into the canyon, the temperature rose.
Heading out at 0540
Below you can see us snaking around a switchback. You can see in the background just how deep we were going to go during this first hike.
Early in the looooong downhill trek
The first portion of the hike involved a large number of switch backs. After hiking for about a mile and a half, we stopped to rest. I was thinking that the hike wasn’t as bad as I expected, but then it got worse!
One of the many beautiful views as we descended toward the valley floor (note the trail far below)
There is debate among the Crew as to whether the first or last day was harder. After we crossed the bridge shown below, the sun came out, and the next couple of miles were brutal.
This bridge over a gorge marked the beginning of the most grueling part of the first day's trek
The scenery throughout the hike to Cottonwood was breathtaking. The hike was about 7 miles long, and we were pretty tired when we finally stopped.
Wow!
We arrived at Cottonwood by noon. There was little shade in the Spartan campsite. The temperatures was over 100 degrees. Some of the folks sought the little shade that was available and played cards. I took four of the kids to see the Ribbon Falls (pictures to be posted in a subsequent article). While I didn’t feel like hiking an extra three miles, Ribbon Falls were definitely worth the effort.
One of the two campsites in the Cottonwood area
The “girls'” campsite was visited by a small rattlesnake which slowly made its away across the trail to another site.
A rest stop along the Cottonwood to Phantom Ranch hike
The next morning we set out early through “the box” from Cottonwood to Phantom Ranch. We set out early to avoid the direct sun. It worked. All day (7.2 miles) the direct sunlight was blocked by the high canyon walls, so we arrived at Phantom Ranch in good condition.
Early morning view as we head from Cottonwood toward Phantom Ranch
The walk was mostly downhill, and the terrain wasn’t very rough. Because we avoided the direct sunlight, the hike was pleasant. We actually arrived at Phantom Ranch sooner than we had expected.
Arriving at Phantom Ranch
We turned around a corner and found a sign saying “Bright Angel Campground .3 miles ahead.” Phantom Ranch has flush toilets and a terrific creek in which to sit and cool off. It also had Kamikaze squirrels who preyed on our backpacks looking for food. In fact, they’ve gotten so used to stealing food from campers that they are attracted to the smell of plastic bags in which food is usually stored.
The temperatures at Phantom Ranch reached 120 degrees by mid afternoon. The thermometers near the Bright Angel Campground said it “felt like” 130 degrees.
Steak dinner at the Phantom Ranch Canteen
That night we had a wonderful steak dinner. You have to reserve and pay for this in advance. All the food is carried down by mule that day and included very good steaks, baked potatoes, corn, peas, cornbread, and a great salad. I was surprised at the fresh butter and sour cream for the potatoes. Every was stuffed. After dinner many of us hit the sack early, but a couple of the kids came back to the canteen to play cards. The next morning we had a bacon, eggs, and pancakes breakfast and picked up bag lunches before heading out. These pre-paid meals allowed us to reduce the weight in our packs by three meals. All the food was excellent.
Crossing the Silver Bridge over the Colorado River near Phantom Ranch
We were up at four and on the trail by 0530. Just outside Phantom Ranch we crossed over the Colorado River on this bridge, which was narrow and swayed as people tromped over it. The view was amazing.
The Silver Bridge over the Colorado River
A little way up the hill toward Indian Garden, you can see the view of the river and the Silver bridge.
A view up from along the trail
The hike from Phantom Ranch to Indian Garden was about 5 miles, mostly up hill. At the end of the hike there were lots of sore muscles and tired campers. We made this hike in just over three miles and arrived at the campground sooner than expected.
Arriving at Indian Garden campsite
While Indian Garden had a creek that was deemed “lame” by the kids compared to the creeks at either Cottonwood or Phantom Ranch, all the campsites had shade. We had thick cloud cover all afternoon, which further cut the heat. A couple of us even managed to take a nap in the late morning.
Some of the crew engaging in yoga to loosen tired musclesHiking up the trail from Indian Garden toward the South Rim
The next morning we woke at 0300, planning a 0430 start time for the last 4.5 miles of the hike to the South Rim. This was straight up for 4.5 miles. The picture above gives you a sense for the climb. We stopped every 1.5 miles for a water break.
Kitt in front of a sign with our favorite expression about hiking the Grand Canyon
Less than a mile from the South Rim and the Bright Angel trailhead we saw this sign: “Going down is optional; up is mandatory.”
A view back down the trail -- note the switch backs
Here is another picture which provides some idea of the difficulty of the climb with full backpacks. In the center is the three mile rest house from a few minutes farther up the trail.
Mission complete!
At 0830, a half hour ahead of schedule, we arrived at the trailhead. I asked everyone to pretend they were tired for this pictures, since none of us were really tired.
Everyone did well. Several had doubts when we began whether they could finish the walk. “Up is mandatory,” however. In the end, many of the participants accomplished more than they expected and learned something about themselves. More importantly at the end of four tough days, everyone was still friends. We had no serious sun burns and few injuries, other than three bruised toes.
Just a few minutes after we completed the hike, Candy showed up with the van. After spending an hour repacking duffle bags in shoving all our gear back in the van, we all headed for the gift shop to get our “rim to rim” T-shirts. After a large lunch in the nearby lodge, we headed to Williams, Arizona for some rest and relaxation, which included showers, time in the pool, showers, horseshoes, showers, pizza, showers, and early bedtime.
For several years, the Harford Area Weekly Kriegspielers (HAWKs) have been running a really neat event at Historicon. In addition to the other games we run at the convention that are targeted toward younger gamers (we dedicate a table throughout Saturday of the con to only kids’ games) we run a special event. This event, the Armies for Kids game, involves kids who are under 10 usually using Milk and Cookies Rules (from Big Battles for Little Hands). After the event is over, each kid gets to take away two complete, painted armies and some other goodies. In the past we’ve provided terrain pieces, rules, tape measures, etc.
This year’s project is 25/28mm Napoleonics. Using a combination of figures from a number donors, including the NASHCON staff, we have pieced together six sets for this year. Each kid who plays in the game will receive a French army and an army from one of the opposing powers. There are a handful of painted figures that couldn’t be made into units and a box of unpainted lead as well. During the game the game master (Eric Schlegel this year) will ask the kids some history questions. If they answer correctly, they get to take something from these extras.
The picture at the top of this post shows some of the HAWKs working on Father’s Day to assemble the donations into armies, rebase many of the figures, and make small repairs. The picture below shows one of the armies being assembled.
This year’s donations included some old Scruby figures and other rarities that are the “missing link” between the toy soldiers of Little Wars and modern wargaming figures. Other donations include Calpe 28mm figures and some old “small 25’s.” We tried to match up figures by size in each child’s army, but it’s not perfect.
Next year’s project will be 40mm ACW skirmish. We are building around a very generous donation of painted 40mm Union troops. If you have any 40mm Confederates you’d like to donate, or any other donations you’d like to consider, please contact me at surdu@acm.org. The donations all go to kids. In very rare cases we’ve sold or traded some of the donations in order to purchase missing items to build complete armies. We think this is a really nice way to do something about the “graying of the hobby” beyond complaining about it. When you see the look on the kids’ faces, it makes the many hours spent during the year well worth the effort.
For the second year in a row a subset of the Harford Area Weekly Kreigspeilers (HAWKs) from the Baltrimore area headed down to NASHCON for the weekend of gaming. This year’s expeditionary force was Dave, Chris, Duncan, Don, Greg, and me.
Packing Up for NASHCON 2014
We had signed up to run 15 games throughout the weekend. We tried to pack lightly, but 15 games in scales running from 1:2400 naval to 28mm ancients require a lot of terrain, figures, and other paraphernalia. We rented a 12-passenger van, loaded it with our gear, and headed southward.
Unpacking at NASHCON
The drive was long — over 12 hours. Despite some traffic snarls along the way, the trip was uneventful. We arrived Thursday night. Gaming doesn’t begin until 1400 on Friday, so we had lots of time to unload the van and then divvy up all the gear for our various games.
Steve from Age of Glory setting up his booth at NASHCONSome of the HAWKs take a tour of the Battle of Franklin
Before the gaming began, four of us took the opportunity to take a guided tour of the Battle of Franklin around the Carey House. I didn’t know much about this battle. Without the guide, I’m not sure we would have gotten much out of walking the area, as there were very few markers. The guide was quite good.
The calm before the storm: breakfast on Friday morning before all the gaming began
We all found it interesting how many things occurred during this short engagement that gamers often complain about when those things happen to them in a war-game. Examples are when the entire Union army marched past the Confederates encamped just 200 yards off the road they were using, a battery standing up in desperate hand-to-hand combat against determined infantry, units not moving when the commander would like them to, veteran units in entrenchments running away, but green units in the open standing, etc. I was quite pleased that I’ve seen all of these things happen in games using the Look, Sarge family of rules. A good set of rules should enable or allow such events while not requiring them or constraining them to take place.
Our first gaming session involved Chris Palmer’s Battle of Five Armies game with Bear Yourselves Valiantly, Duncan’s Charted Seas WWII naval game, and my G.A.M.E.R. TM Commandos game.
Chris' Battle of Fire Armies setup
Chris ran this twice, once at 1400 on Friday and again at 0900 on Saturday.
The Battle of Fire Armies underwayChris going over the Bear Yourselves Valiantly rules with some players
Duncan’s naval game seemed to go well despite only have two players.
Duncan's Charted Seas WWII naval game
Here are three shots of my WWII skirmish game, using G.A.M.E.R. TM. I talked Steve from Age of glory into joining us for the game. He is usually running his booth and doesn’t get time to play.
Commandos get distracted from their objective to engage some Germans in the woodsAdvancing commandos
The scenario involved a group of commandos attacking a coastal villa to seize and Enigma machine. They are supported by some partisans. The partisans arrived too late to do more than divert some of the Germans. The Germans were on the ropes much of the game and has half a squad head for the hills at one point. In the end, the commandos stormed the villa but were defeated in hand-to-hand fighting with a couple of guards and two officers with pistols.
Steve conducts an attack with his Germans
I only had two players for this game. There were many more games being offered than gamers for this first session. I guess that this convention is largely attended by locals who chose not to take off work on Friday to game. Light weights! Lots of people commented on the G.A.M.E.R. TM mechanics later. I think if I had run the game on Saturday, I would have filled it up. The folks like the mechanics.
Don and Greg ran a series of French and Indian War games. Friday night it was Dr. Who during the FIW using the Dr. Who Miniatures game in a scenario based on the Curse of Fenric Tom Baker episode. This scenario, however, involved a more modern Doctor and his companions.
My Acheson Creation fort -- first time on the tableGreg always seems to attract all the women at a convention into his Dr. Who gamesAmy, Rory, and River advance up a road
Saturday morning and afternoon, Greg and Don ran Muskets and Tomahawks. The morning session was supposed to be a series of small games that would influence the larger afternoon game. Only two people showed up for the morning session, but they seems to have fun. The afternoon session was over full and went really well.
Don explaining Muskets and Tomahawks
They used the overgrown fort in the center of the table to divide the two smaller games for the morning session. It looked neat and gave me some ideas for some scenarios I might run in the future.
Muskets and Tomahawks Saturday morning
Duncan ran his War of 1812 game using Wellington Rules. The scenario involves an American attack to repulse the British before the Battle of New Orleans. The game outcome was quite similar to the real battle.
The British encampment
Duncan has written some very nice night rules for Wellington Rules that open up the possibility for friendly fire and really limit command and control in the dark. With my well-known dice-rolling luck, I availed myself of the friendly fire rule many times. I had a unit fire on Dave’s unit in the flank three times and rout it. Once they did make contact with the enemy, they didn’t last long before bugging out themselves.
Battle ragesMy unit in hunting shirts that caused more damage to friendly forces than the enemy
Dave Wood ran two Bear Yourselves Valiantly games on Saturday, a fantasy one and a Roman one. I didn’t get any good pictures of the Roman game, but here are two pictures of the fantasy game. I played in the fantasy one and rolled a statistically improbable number of ones, which did not help me accomplish my objective. In the end, I had to concede victory to the forces of evil who led my elven prince into slavery.
Dave running his fantasy Bear Yourselves Valiantly gameA close up of the heated action near the stream
Duncan ran his WWII game with a mashup of LSNC WWII, A Union So Tested (ACW), and his own ideas. He had four of six players, but the game went well with the attacking French eking out a victory.
I ran my Fate of Battle scenario, the Battle of the Mincio River. I had four players and could have handled six. All four players were largely running the game themselves by the end. The French did not manage to cut the road to block the Austrians, but it was a hard-fought game.
Mincio River
This was a successful test of this scenario for a convention setting.
Our final event of the convention was a ten-player G.A.S.L.I.G.H.T. TM underwater game. This game, because of its unique terrain and crazy contraptions attracted numerous passers-by. We even won an award from the Cigar Box Battle blog for superior presentation.
Scout subs and soldiers of the scientific expeditionThe disabled Nautilus is an attractive targetThe anti-Nemo soldiers of fortune advance to loot the NautilusLots of activity. Note the giant octopus doing battle with the Atlantean walker.John Ohlin, who I used to game with in Tallahassee many moons ago
After a quick breakfast Sunday morning we finished loading the van and headed home. The ride back was faster than the ride down, because we only hit one traffic snarl along the way.
Despite low attendance numbers at NASHCON that caused most of our games to have light participation and one game not go at all (Dave’s WWII Look, Sarge game), we had a good time. The rental of the van made the trip much more comfortable than last year, so when we arrived home we all were in much better shape.
The stats: Six HAWKs, 23 hours on the road, 13 successfully-run games, 1 games that didn’t run, and lots of lead purchased.
My daughter, Sammy, has been painting terrain pieces for members of the HAWKs for some time now. She doesn’t enjoy painting figures, but she seems to really enjoy painting terrain. She is relatively inexpensive, so it’s been a win-win. The HAWKs get something painted that was deep in their painting cue, and Sam gets a few dollars to spend on whatever teenage girls spend money.
This was Sam’s most intricate project to date. Duncan had asked Sam to paint this building he found in a flea market.
We think the building is from Grand Manner. If you have never gotten buildings from Grand Manner, you’re missing a real treat. They are fully sculpted inside and out. The detail is fantastic! They are premium priced, but worth the money.
Some years ago I bought several of their ACW buildings during a sale, where you could get a set of ACW buildings for a set price. They painted up really nicely.
I think Sam did a terrific job on this building.
As usual, she did the entire thing herself. I bought her a nice box for her paints, but she has been using her painting profits to get more bottles of paint, brushes, etc.
Sometimes she’ll ask me for suggestions on colors, but largely, she does this independently. In this case, I suggested green shutters to give the building a little color.
Since the vehicle test went relatively well last week, I’ve been thinking about how to develop the armor and penetration numbers for the vehicles. Here’s my thinking:
Information on armor in various parts of a vehicle can be gathered on the internet and other sources. As this isn’t meant to be a published project, I will just do this for a handful of vehicles. Then anyone who wants to stat up another vehicle can do so, using the formulas. Sometimes what is reported is just the front hull. Other times what is reported is a range (e.g., the armor on the Panther varied between 10mm and 120mm), leaving the reader to guess that 10mm was the rear hull, the turret and side armor were in the middle somewhere (about 50 – 55mm), etc.
Armor:
To compute the armor number in G.A.M.E.R., take mm or armor, round up to nearest 10, divide by 10, and add 4. As an example, the frontal armor on a M4E8 “Easy Eight” was about 178mm, making it one of the heaviest armored vehicle fronts of the war. A standard M4 (earliest model) was about 75mm. Different Sherman versions varied between these two extremes. Let’s start with the Easy Eight. The frontal hull armor would be 178 -> 180, 180 /10 = 18, 18 + 4 = 22. Using the same formula, the M4 would be 12.
Now that result is just a meaningless number until you look at penetration.
Penetration:
(Just for reference, rifles have a penetration of 1 and pistols 0.)
At short, medium, and long ranges, take the book value for penetration, round up to the nearest 10 and divide by 10. As an example, the 88mm KwK 36 L/56, depending on ammunition used, had a penetration of about 120mm at 500m. So 120 / 10 = 12. Another example: An ATR at short range had a penetration of about 35mm. That would be 35 -> 40 /10 = 4.
Putting it together:
An early Tiger with an 88mm KwK 36 L/56 gun hits the front of an M4 Sherman. The Tiger rolls d10 and adds the penetration of 12. Let’s say he rolls a 5, that is a result of 17. 17 is greater than the 12 armor on the front of the M4, so the hit penetrates. If he had rolled a 1, that would automatically be a “bounce.”
That same Tiger with the same roll of 5 would NOT penetrate the front of the Easy Eight. In fact, the 88mm KwK 36 L/56 would need to hit the side or turret to penetrate, as the front of the Easy Eight is just too thick.
The ATR fired at the Sherman would have a penetration of 43. If the player rolled an 8 for penetration, that would give a result of 12 compared to an armor of 12, which would indicate no penetration.
Yes, I know that not all armor is created equal, but it’s a good enough approximation for what is meant to be a fun skirmish game. Of course people could fiddle with the stats to handicap their favorite vehicle.
With these formulas, anyone using the rules can quickly create the stats for their vehicles and get playing. And I don’t have to spend the next two years doing it myself and then listening to people complain about the stats I gave their favorite vehicles. If it was known that a particular vehicle had a weak area, the results of the formulas can be modified to suit the players’ perceptions.
The next step is to build the formulas to determine the movement speed in the game based on the real tank’s quoted stats.
I’ve also added another attribute to vehicles. It is the maximum number of elevations that a vehicle can go UP in a single activation. I was reading somewhere recently that the Germans were constantly surprised at the climbing ability of the Sherman. (Of course it was a medium tank, not one of heavy tank like self-loathing American and Brits with axe to grind like to compare with the Sherman.) So the Sherman might have a max climb of 2, while most other tanks might be a 1. Or perhaps those numbers are 3 and 2. I’m still working on it, but if you think about this simple mechanic, I think you’ll see how elegant it is.
Last night at the club meeting, I ran another play test of G.A.M.E.R. (which stands for the attributes of a figure in the game: Guts, Accuracy, Melee, Endurance, and Reaction). I have been pretty happy with the way the infantry rules are working, but I have been needing to give the vehicle rules a good workout. Last night I ran a game that was almost entirely vehicles. It wasn’t a particularly realistic scenario, but it served its purpose. I also wasn’t very accurate on vehicle mixes, as the scenario included some late-war tanks, even though the scenario was set in Poland in 1939.
Polish infantry and an anti-tank rifle attack a German 38(t)
A column of German tanks was assigned the task of pushing across the board. They were supported by two tank-killer infantry teams, one with a panzerfaust and the other with a panzerschreck (recall that historical accuracy was not part of this event’s objective). The Poles had two 7TPjw tanks, two Vickers E tanks, two TKs tankettes, an anti-tank gun, and an infantry team with an anti-tank rifle.
Another shot from the German perspective
The game began badly for the Germans, with a Hetzer and a Marder getting knocked out by the two tanks on the far hill in the picture (above). After a while it evened out and was considered a marginal German victory, since they still had two “real” tanks left at the end, and the Poles only had one.
A shot from the German end of the table
As the objective was to give the vehicle rules a workout, I was glad to see Bill use anti-tank rifle grenades (again, not necessarily historically accurate) and a satchel charge against Chris’ 38(t). I don’t think he ever knocked out this tank, but he immobilized it early. The tank-on-tank action in the center of the table between Geoff and Sam (Germans) and Duncan (Poles) seemed to have about the right feel. Duncan’s Polish AT gun had ammunition trouble or something, because it kept jamming.
Recall from previous posts that G.A.M.E.R. is designed to be played at three levels of “detail” or “resolution,” at the GM’s or players’ choice:
Low Resolution: All infantry figures in a unit have the same G.A.M.E.R. attributes. Wounds are all the same. Wounds are tracked with markers on the table. Vehicle crews aren’t tracked; if a vehicle is destroyed, all crew are killed. If the vehicle is not destroyed, there is no effect on the crewmen.
Medium Resolution: All infantry figures in a unit have the same G.A.M.E.R. attributes. Wounds are tracked on the record sheet. Upper body wounds effect fire. Lower body wounds effect movement. Vehicle crews aren’t tracked; if a vehicle is destroyed, all crew are killed. If the vehicle is not destroyed, there is no effect on the crewmen.
High Resolution: Each infantry figure has its own G.A.M.E.R. attributes. Wounds are tracked on the record sheet. Upper body wounds effect fire. Lower body wounds effect movement. Vehicle crewmen ARE tracked (at one of three levels of resolution, GM’s preference). If a vehicle is hit, card flips are used to determine impact on individual crewmen.
Last night, I wanted to test the crew casualty resolution, so we played played at high resolution for vehicles and low resolution for infantry. My preference will be to play with low or medium resolution on most cases, I think. The extra steps required to determine which crewmen are wounded or killed as a result of a hit is usually not worth the effort. But we tested it last night, and it worked fine. I can see a lot of WWII gamers wanting the higher resolution. It was fun to see that the gunner was wounded or the driver was killed and see the impact on the rest of the game.
We also tried the bog check rule (see previous post). Woods and plowed field are considered “green,” pun intended. When a tank moves through woods or plowed fields, it flips a card to resolve the “green” attack on it. If the terrain succeeds in hitting the vehicle, the vehicle bogs down. I was worried that this would be so frequent that players would get frustrated or so infrequent that players would forget to do it. I think it was about right, but I’ll have to try it a few more times before I decide. Rougher terrain might be considered regular or elite for bog attacks on the vehicle. (This is how I plan to handle mine field as well.) We had a TKs that bogged for three turns, and a German tank bogged down in the woods.
Part of the objective last night was to test the vehicle hit resolution procedure. Geoff said that he had trouble remembering the sequence. Most of the other folks who had played the infantry rules seemed to have picked it up quickly, but clearly G.A.M.E.R. is a paradigm that is different from what players expect.
I had a draft vehicle record card for last night’s game. As a result of the play test, I revised the card. Below is what I think it will look like. When printed in full size, this looks like three 3″x5″ cards. I think that experienced players will only need the one on the top left. They will eventually learn the hit resolution procedure and the effects of a penetrating hit and won’t need the card, so I think that in a practical sense, a player will only need the single card. At high resolution, the players will also need a second 3×5 card with the crew information.
I can see players printing this, cutting it into an L and then folding it to be a single 3×5 card. On the hit resolution procedure card, I tried to show cards next to steps in which you draw a card, and a die next to the step where you roll a die. (There is a d10 on the cards, so you could use a card and read the result instead of rolling a die if you want.) The only “trick” on vehicle hit resolution is that you have to keep track of the hit location card, because if you don’t get a penetrating hit, the non-penetrating results are read from THAT card. You don’t draw a different one.
As a reminder, here is what the infantry (or crew) card looks like:
I think it went pretty well last night, and the players enjoyed the game. Sammy thinks that she likes it without vehicles better. I need to come up with good stats for the vehicles I have in my collection, which I’m not looking forward to doing. I’ll keep plugging away at it. I think this game has potential.
My first public showing of G.A.M.E.R. was Sunday AM at Cold Wars 2014. Both readers of my blog will recall several posts describing the evolution of this concept. Though the scenario needed more Germans for balance, the game was fun, the players had a good time, and several asked when the game would be published.
Another scene of my WWII skirmish game on Sunday AMDuncan's Germans advancing into the teeth of a British machine-gun
I’m still tweaking the rules and the cards. Eventually, I’d like to stabilize the cards and get some printed through a print on demand place. My next play test will be almost all vehicles in order to test out all the vehicle rules.
Eric and several other HAWKs ran a series of Schlegel’s Ferry games. Schlegel’s Ferry is a fictional town on the upper Chesapeake that begins as an Indian village and advances through time, seeing battles from many different wars. I ran Schlegel’s Ferry 1664. The games this year were separated by 50 years.
Schlegel's Ferry in 1964Duncan's WWI LSNC gameLots of Royal Marines advancing on the tavern at Schlegel's Ferry, 1814Osama Bin Laden's compound, with the main building disassembled. Eric and Andrew Goolander put together this excellent game.
Harford County militia chasing Royal Navy sailors at Schlegel's FerryThe Battle of Montmiraile that I ran Saturday AM at Cold Wars 2014Part of the Battle of LaRothiere, 1814, that Dave and I ran.It doesn't look like it in this picture, but there were 14 players in this game.Again, I didn't capture a lot of the players in this shot, but the game was full.
Cold Wars 2014 was a good show for me. Dave ran two Fate of Battle games on Friday with his 25mm figures. Friday I ran 1664 at Schlegel’s Ferry. Saturday I ran Montmiraile from Dave’s 1814 scenario book. Then Dave and I ran the 12-player LaRothiere game. Saturday night Dave ran his Fastov LSNC: World War II game. Sunday I ran a first “public” showing of G.A.M.E.R., my new WWII skirmish concept. I didn’t buy much, because a couple of the folks I wanted to visit weren’t at the show, but there’s always Historicon.